Play was untwinked single-pass fullclear, with Normal and Nightmare done on p8 and Hell on p1. Mostly v1.12, though I broke down and upgraded to 1.13 at the very end of Act 4 Hell.

Things were easy-peasy up through NM Act 5. I made a Steel flail early on and that plus Vengeance plus Conviction saw me chewing up things like no other. NM Act 2 slowed me up, but also saw Hellplague fall into my hands, and the bonus Fire damage was more than welcome and helped to grind onwards. Then Act 5 rolled around and the odd immunes coupled with lagging damage saw me slowly grind to a halt. UncleRuckus sat there for months turned to years before I worked up the gumption to continue onward. Luck was my lady when Aldur's Rhythm dropped in the Frozen Tundra, and that served as my weapon the rest of the game.

Hell was easier than NM for the most part, up through Act 5. The Act 2 tombs dropped Bonehew, which replaced the merc's Malice lance, only kept to that point for the OW. The merc was suddenly capable again! With his now absurd damage output, he was able to wear a 3 pTopaz ancient armor even through the fight with Diablo (though his flagging resists required me to throw on that beast of a coronet I gambled), and I only swapped that out for Rattlecage in Act 5 to make the killing go even more swiftly. The monster flee effect helped keep from getting mobbed by horrible things like frenzytaurs and reanimated corpses too much, but it was OH such a pain against ghosts and succubi in the underground river sections. The merc would scatter them and then death would come from a billion directions instead of just mainly one. He died a lot--A LOT--down there.

The monsters I drew were delightful. No archers or quill beasts in the Foothills (vulture demons!), no Fallen anywhere, Frenzytaurs only one time, in the WSK; reanimated corpses and the low-health dark spearwomen up the wazoo. Immunes were a joke because I could hit 4 of the 5 damage types, and break a good chunk of them anyway.

Notable Finds: Ist off some random mob in Act 2 Hell. A number of grailers, the most salient of which is The Rising Sun. A 5os phase blade, and that amazing circlet described above.

HF: Fal. Aghbablble.

Stupidest death: Deciding to help the merc kill some dolls in the Kurast Sewers in Hell. Not usually a facemeltingly dumb idea, I found, because it seems I can block the explosion and I had health and potions to spare. That is not the case when a Cursed, Fire Enchanted member of the species skitters out of the shadows and is two-shotted by my merc before I could even see what was happening.

Thanks for reading! Now, to twink out as much as possible and mess around with True Ultimate Power(tm), and then onto a build that isn't nearly as weapon-damage-dependent as poor UncleRuckus. For once, I don't have any characters languishing!

'Grats on the toon!
I found mine to be a hoot in the maggot lair actually, though twinked to the bone.
1. You're never convicted, no dangerous beetles
and
2. Tight corridors will ensure you're not surrounded.

@bojddo: Mana problems seesawed. Against most mobs, no big issue; critters fell in 3-7 swings and flashing to Redemption after finishing off each group kept me more or less topped off. I always stocked 2-3 blues for boss packs; mana burn was especially vexing and the additional swings added up.

@potter: I did have an enjoyable run through the Lair (for a change). LI critters in general were my favorite to run across because they had the most breakable immunity and generally lower health. Well, aside from Poison or Physical immunes. Those poor, poor PI succubi.

Isn't it amazing what a pain act 2 is for avengers. All those little buggers running around and you have to click every hit, every kill. But you did it and I congratulate you on completing you avenger. You didn't make mention of 1 hits or your player settings. I don't get aldurs rhythm at all. What's in that for an avenger?